Summary 1. Introduction 2. Serious games as Educational Tools 3. - - PowerPoint PPT Presentation

summary
SMART_READER_LITE
LIVE PREVIEW

Summary 1. Introduction 2. Serious games as Educational Tools 3. - - PowerPoint PPT Presentation

Summary 1. Introduction 2. Serious games as Educational Tools 3. The Design of the Serious Game 4. Final Remarks 2 1. Introduction Serious games main objective other than mere entertainment Includes knowledge transmission to the


slide-1
SLIDE 1
slide-2
SLIDE 2

Summary

1. Introduction 2. Serious games as Educational Tools 3. The Design of the Serious Game 4. Final Remarks

2

slide-3
SLIDE 3
  • 1. Introduction

Serious games  main objective other than mere entertainment Includes knowledge transmission to the player Motivation: challenges; reward systems Military Purposes Training of top Athletes Rehabilitation Education at Several Levels …

USE

3

slide-4
SLIDE 4
  • 1. Introduction (cont.)

1789  first reference to simulation games: game similar to modern war games (Helwing) Later  improved by a military strategy scholar Only for fun  cannot be considered a serious game First serious game in the military context: Kriegsspiel  official training of the Prussian army (strategic and military capabilities) Twentieth century  improvement and gain of new characteristics  war games reproduce actual conditions of great historical battles

Serious Games Idea: Not New

4

slide-5
SLIDE 5
  • 1. Introduction (cont.)

IntelliGym (hockey or basketball players)  to improve core competencies until recently could not be trained:

  • Decision-making under pressure
  • Running
  • Peripheral vision
  • Concentration
  • Anticipation

Training of Athletes

5

slide-6
SLIDE 6
  • 1. Introduction (cont.)

Neurogame therapy  patients with movements seriously compromised due a stroke Handcopter  Helicopter control to finger flexion and relaxation Rehabtimals Pro  physiotherapist analyzes the rotation angles captured, notes reconstructions of movements, watches video sessions (treatment control and management)

Rehabilitation and Physical Therapy

6

slide-7
SLIDE 7
  • 1. Introduction (cont.)

Students accustomed to use:

  • Social networks
  • Collaborative online tools
  • File shared storage tools

Traditional classes unattractive and not very motivating Teacher: take advantage of digital literacy of students  introduction of technological innovations (serious games)

Education Area

7

slide-8
SLIDE 8

Certain situations in the real world  problems of safety, cost, time… Eg: Real weapons to train militar strategies  high probability of an accident Solution: serious games (realistic and immersive)  as productive as reality Games in learning contexts: The Oregon Trail  realities of life of the pioneers of the nineteenth century settlers, in the Oregon Trail

  • 2. Serious games as educational tools

8

slide-9
SLIDE 9

Math Blaster! (learn mathematical skills)  story of a rescue in a futuristic universe, which takes the player to Number Munchers (learn mathematical skills)  grid square with a numerical expression or word; player controls a green character (Muncher), avoiding deadly monsters

  • 2. Serious games as educational tools (cont.)

Supercharged!  use the electromagnetism physics to load spaceship (a charged particle) and navigate through the three-dimensional space MyQuímica  drag chemical compounds of the periodic table to a test tube

9

slide-10
SLIDE 10

ActivChemistry  chemistry lab: allows performing experiences avoiding dangerous situations Where in the world is Carmen Sandiego?  world geography, flags, coins … Castle of Puzzles (learn to program)  several challenges corresponding to studied subjects

  • 2. Serious games as educational tools (cont.)

10

slide-11
SLIDE 11

Total Challenge  dynamic work environment  students become more involved in various activities and understand and consolidate knowledge Target group  children attending the first four years of school General Outline of the Game Most complex technical procedures difficult to execute by children  supported by tutors Goal: track and improve several cognitive abilities  necessary a system to monitor the developments and send the data for further analysis. Historical record  user/tutor must ensure the system is connected to a central database via Internet

  • 3. The Design of the Serious Game

11

slide-12
SLIDE 12

Online mode:

  • Required connection to Internet
  • Required register the user in the official game website
  • Help of a tutor may be necessary
  • To play  after registration, user must enter the identification
  • and the password

New level of competitiveness  greater motivation

  • 3. The Design of the Serious Game (cont.)

Offline Mode: Most suitable:

  • Training
  • Device without Internet access
  • Possibility to set all parameters of the game
  • Player does not compete with others for rankings

12

slide-13
SLIDE 13

All data of each player sent to a central server Centralization  two functions:

  • Access to all data for research purposes
  • Access the results to analyze the evolution over time

Difficulty level related to:

  • Response time
  • Complexity of the contents
  • Number of rounds for each game level

These parameters can be changed by the researchers to optimize them

  • 3. The Design of the Serious Game (cont.)

13

slide-14
SLIDE 14

User Interface

  • Simple
  • Designed especially for children
  • 3. The Design of the Serious Game (cont.)

Game control: three buttons (blue, yellow and red)

  • Attached to keys or specific command
  • Carry out actions identified on the screen (fast forward,

rewind and select)

14

slide-15
SLIDE 15

Voice aids (also written in text form)  facilitate understanding of all areas of the game

  • Friendly and fun shades
  • Motivational messages

Idea and Design Four main sections:

  • Instructions  help for the correct use of the game
  • Ranking  results of the top 10 played, by difficulty level
  • Settings  to do login for the online mode; parameterize
  • the offline mode; voice support
  • Play  the game itself, three challenges.
  • 3. The Design of the Serious Game (cont.)

15

slide-16
SLIDE 16

All challenges:

  • Based on interactions with

images of different categories (transport, animals, and clothing)

  • Test cognitive disorders: memory,

decision-making time, ability of

  • bservation, association,

perception player…

  • 3. The Design of the Serious Game (cont.)

16

slide-17
SLIDE 17

First challenge:

  • Presented randomly three images
  • Two images belong to the same category; the other belong

to a different category

  • Goal: find the image outside the context of the others

This challenge test: ability of perception, decision-making, association and categorization

  • 3. The Design of the Serious Game (cont.)

17

slide-18
SLIDE 18

Second challenge:

  • Generated randomly three images of different

categories

  • Period of observation  images shuffled  limited

time to reorganize them (initial order) This challenge test: ability of observation and memorization

  • 3. The Design of the Serious Game (cont.)

18

slide-19
SLIDE 19

Third challenge :

  • Generated randomly three images of different categories
  • Presented one of these categories by means of sound and text
  • Goal: select the image that corresponds to this category

This challenge test: categorization capacity and knowledge application

  • 3. The Design of the Serious Game (cont.)

19

slide-20
SLIDE 20

Greater degree of difficulty  greater categories complexity (range from the general to the specific knowledge) Example:

  • Easy level  general categories (transports,clothing, animals…)
  • Difficult level  specific categories (as air, land, sea transports…)

Different degrees of difficulty  different response times Level of education required  Difficulty level:

  • 1st grade  easy level
  • 2nd or 3rd grade  medium level
  • 4th grade  difficult level

Each correct answer has a fixed score of five points that is multiplied by the remaining time by the timer, which means that the quicker is the answer, the higher is the score.

  • 3. The Design of the Serious Game (cont.)

20

slide-21
SLIDE 21

Each correct answer  fixed score of five points multiplied by the remaining time by the timer (quicker the answer  higher the score) Advance to the next challenge  minimum score (2/3 of the challenge total score in the worst conditions) Game ends  displayed one congratulatory message Player cannot complete the game  encouraged to play again (try to get a better score) Online mode  all the results obtained by level and by round sent to the remote server (response times, numbers of correct or incorrect responses and final result)

  • 3. The Design of the Serious Game (cont.)

21

slide-22
SLIDE 22
  • 3. The Design of the Serious Game (cont.)

VÍDEO

22

slide-23
SLIDE 23
  • Notable efforts to make learning more enjoyable and more motivating
  • Serious games  educational content and fun activities
  • Formal education  rules imposed by adults, children obliged to give up what they want

Paradox of the serious game:

  • Set of rules

But activity that:

  • Stimulates competition
  • Gives the feel of a space detached of norms and impositions
  • Makes children to be in tune with the adults

Conditions for a more effective learning  maximize the construction of knowledge

  • 4. Final Remarks

23

slide-24
SLIDE 24
  • Serious game origin  not digital
  • Currently  use of the potential of the new technologies Learning tool
  • Competition, goals, rules, challenges, choices, and fantasy  motivation to facilitate learning
  • All games discussed  high degrees of success
  • 4. Final Remarks (cont.)

We expect:

  • More and more sophisticated serious games  More satisfactory results
  • Efficiency of education is a reality competitiveness patterns lead to excellence
  • Total Challenge to be a successful tool in relation to the proposed objective

No statistical results  future work

24

slide-25
SLIDE 25

Thank You!

Vítor Carvalho (vcarvalho@ipca.pt)

This work has been supported by FCT – Fundac̨āo para a Ciẽncia e Tecnologia within the Project Scope: PEst- OE/EEI/UI0319/2014